Radiants were first trained by the fey princess known as the Flowered Queen, back when she was a force of light and goodness throughout the planes, before the death of her son and the betrayal of her confidantes. While the Flowered Queen is no longer the force of benevolent light she once was, her teachings have continued to spread across the planes, with radiants training new disciples in the use of her powerful healing and defensive techniques, alongside mastery of akashic veils that emulate the powers of the fey, nature, and light. The radiant is a healer who can use her mastery of essence to literally pull sickness and disease out of her allies, attacking it with her own supernaturally enhanced constitution. While the radiant’s primary role is to serve as a healer for her group, she also excels at buffing and protecting her allies, and can even learn to transfer illnesses and ailments from her allies to her enemies.

Starting Wealth: 3d6 x 10 gp (Average 105 gp).

Role: Radiants are healers, first and foremost, specializing in restoring their allies’ health by fortifying and empowering their bodies with essence.

Alignment: The radiant can be of any alignment, but is typically good. Few evil creatures see the benefits of specializing in techniques that involve investing their hard won power into others.

Proficiencies

Radiants are proficient with all simple weapons. They are proficient with light armor, but not with shields.

Veilweaving

A radiant learns to shape the magical power known as akasha into powerful veils, which are drawn from the radiant veil list. She knows and can shape any veil from this list. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + the radiant’s Wisdom modifier. She can only shape a certain number of veils per day (see radiant class table). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level she also gains access to her own personal pool of essence, which can be invested into veils and other receptacles to increase their power. The pool of available essence is listed in the radiant’s class table; the radiant’s character level, as noted in the Akasha and Magic Interactions section, determines the maximum quantity of essence she can invest in any single veil. As a swift action, she can reallocate her essence investments into her veils every round. A radiant must have a good night’s rest and must meditate for one hour to prepare her veils for the day.

Akashic Bond (Su)

The radiant has the ability to unify itself with its allies by creating an akashic bond, a unique receptacle of akashic energy that can bind the radiant’s life force to the life force of others, allowing her to ease their wounds and draw their ailments upon herself. The radiant may invest and reclaim essence into and from an ally other than herself within 60 ft. just like a veil or other akashic receptacle. The ally only needs to be within 60 ft. when the essence is first invested; they may move outside of that area and retain any benefits for essence invested, but additional essence cannot be invested until they return within 60 feet. To reclaim essence from an ally who is more than 60 ft. away, the radiant must take a number of points of essence burn equal to the regained essence.

For each point of essence invested in an ally in this manner, the ally gains 5 temporary hit points and a +1 insight bonus on saving throws. As long as essence is invested in the ally these temporary hit points do not expire and automatically restore themselves at a rate of 1 per minute. If an ally the radiant has invested essence into becomes diseased, poisoned, or fatigued, the radiant may draw this condition out of the ally and take it upon themselves by drawing the invested essence out of the ally (a swift action that can be taken as part of normally reassigning essence). If the condition originally allowed a saving throw, the radiant may make a new saving throw to resist the effect at its original DC.

Mind Over Matter

Beginning at 1st level, the radiant adds her Wisdom modifier to her Constitution modifier for Fortitude saving throws and when determining the total number of hit points gained each time she gains a level in the radiant class. In addition, she adds her Wisdom score to her Constitution score when determining the maximum number of negative hit points she can reach before dying.

Vivification (Su)

Starting at 2nd level and every even level thereafter, the radiant may choose one vivification from the following list. Whenever the radiant invests essence into an ally with akashic bonds, she may grant them the benefits of one vivification she knows. For each additional point of essence invested in that creature, she may either grant them the benefits of an additional vivification she knows, or increase the benefits of an already granted vivification as described in its entry.

Clarity

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Intelligence score, +1 for each additional point of essence used with this vivification.

Durability

While this vivification is used on an ally, they gain a DR 1/–. This damage reduction increases by 1 for each additional point of essence used with this vivification.

Ferocity

While this vivification is used on an ally, they gain a +2 insight bonus on their damage rolls, +2 for each additional point of essence used with this vivification.

Fortitude

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Constitution score, +1 for each additional point of essence used with this vivification.

Insight

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Wisdom score, +1 for each additional point of essence used with this vivification.

Might

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Strength score, +1 for each additional point of essence used with this vivification.

Personality

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Charisma score, +1 for each additional point of essence used with this vivification.

Renewal

Each minute the ally spends with essence invested in them they heal 1 point of ability damage. For each additional point of essence used with this vivification, an additional point of ability damage is healed each minute. For every hour an ally spends with essence invested in them, 1 point of ability drain they are suffering is converted into a point of ability damage. For each additional point of essence used with this vivification, an additional point of ability drain is converted to ability damage each hour.

Speed

While this vivification is used on an ally, they gain a +1 enhancement bonus to their Dexterity score, +1 for each additional point of essence used with this vivification.

Talent

The radiant chooses any one class skill she possesses. While this vivification is used on an ally that ally gains a +1 competence bonus on checks with that skill, +1 for each additional point of essence used with this vivification. The radiant may take this vivification multiple times, choosing a different skill each time.

Chakra Binds

At 3rd level and every three levels thereafter, the radiant gains the ability to bind veils directly to her chakra, unlocking potent new abilities. The radiant gains the ability to bind slots in the following order: Hands, Head, Headband, Neck, Belt, and Body.

Improved Essence Capacity

The radiant’s mastery of akasha and life energy has made her particularly talented at investing essence. At 3rd, 9th, and 15th level the maximum essence capacity of all her essence receptacles increases by 1.

Martyr’s Renewal (Su)

Starting at 3rd level, the radiant gains the ability to draw additional status effects out of her allies and cure certain status ailments automatically instead of suffering their effects.

3rd level

The radiant gains the ability to draw the shaken and sickened conditions out of her allies when reclaiming essence. Whenever the radiant draws the fatigued condition out of an ally, it is automatically cured and the radiant does not suffer its effects.

5th level

The radiant gains the ability to draw the dazed and staggered conditions out of her allies when reclaiming essence. Whenever the radiant draws the diseased condition out of an ally, it is automatically cured and the radiant does not suffer its effects.

7th level

The radiant gains the ability to draw the frightened and exhausted conditions out of her allies when reclaiming essence. Whenever the radiant draws the shaken or sickened conditions out of an ally, it is automatically cured and the radiant does not suffer its effects.

9th level

The radiant gains the ability to draw the blinded and deafened conditions out of her allies when reclaiming essence. Whenever the radiant draws the poisoned condition out of an ally, it is automatically cured and the radiant does not suffer its effects.

11th level

The radiant gains the ability to draw the cursed and nauseated conditions out of her allies when reclaiming essence. Whenever the radiant draws the frightened or exhausted conditions out of an ally, it is automatically cured and the radiant does not suffer its effects.

13th level

The radiant gains the ability to draw the paralyzed and stunned conditions out of her allies when reclaiming essence. Whenever the radiant draws the blinded or deafened conditions out of an ally, it is automatically cured and the radiant does not suffer its effects.

15th level

Whenever the radiant draws the cursed or nauseated conditions out of an ally, it is automatically cured and the radiant does not suffer its effects.

17th level

Whenever the radiant draws the paralyzed or stunned conditions out of an ally, it is automatically cured and the radiant does not suffer its effects.

Unwilling Bond (Su)

Starting at 4th level, the radiant can attempt to force essence into an unwilling creature, turning it into a receptacle for the negative conditions inflicted upon her and her allies. The radiant may spend a standard action to attempt to invest essence into a single creature she can see within 60 ft.; the creature may make a Will saving throw to resist the effect, causing the radiant to take a point of essence burn on a successful save. Creatures who fail their save can be invested with essence just like a normal essence receptacle and take a—1 penalty to attack and damage rolls per point of essence invested.

In addition, as long as the creature has at least 1 point of essence invested in them, the radiant can transfer any negative condition she could normally transfer into herself onto the target of her unwilling bond instead, forcing the target to suffer the condition’s effects as though they were the original target. If the effect allowed a saving throw, the target may attempt a new save at the original DC, though they take a penalty on this save equal to the number of points of essence currently invested in them.

Resurrection (Su)

Beginning at 19th level the radiant can use their own life energy to restore a slain ally to life. As a standard action, the radiant may take 6 points of essence burn to restore one creature within 60 ft. who has died within the last 10 minutes to life with half their normal maximum hit points. The creature’s body does not need to be intact but more than 50% of the corpse must be present for this ability to function.

Transcendance (Su)

At 20th level the radiant becomes a transcendent being and a near endless font of life. As long as the radiant is conscious, allies with her essence invested in them are immune to death effects, as is the radiant herself. Whenever an ally with essence invested in them would be killed by taking hit point damage, the radiant may take any amount of essence burn as an immediate action to negate up to 10 points of the damage from that attack or effect per point of essence burned. In addition, the radiant herself becomes immortal and does not die from old age, remaining in her current age category indefinitely. The radiant is immune to magical aging effects, but can still be affected by abilities that reduce her age.

Favored Class Bonuses

The following favored class options are available to all characters of the listed race who have radiant as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Aasimar: Choose one veil with the good or healing descriptor and add +1/4 to the save DC of that veil.

Elf: Treat one veil you have shaped with the charm or divination descriptor as having +1/6 additional essence invested; this does not count against your normal limit on invested essence.

Gathlain: Add +1/4 to the saving throw DCs of any veil from the Dryad’s Verdancy set.